Heavenfall

Heavenfall

Joined Member # 3239800
337 Posts 8,867 Replies 34,020 Reputation

The elementium grinder creates the resource Elementium, which is already in-game as a very rare find from adventure locations. It can be used to design units with "legendary" gear. The Grinder costs 250 gildar and 25 materials to build, upkeep of 7 gildar per turn and reduces the prestige of the city by 1. It creates 1 elementium every 4 turns. The resource and the armor was already in-game, I just added another way to find and produce the resource. It is also featured in the <a href=

457 Replies 637,846 Views

Uploaded 5.0 re-introducing the community project Elves. From the previous Elves mod: Fixed issue with recruited champions not being able to buy armor Removed shitty ground decal from several buildings Updated Sovereign Removed the special diplomacy units, Elves now recruit normal diplomacy units Elves can now ride wargs Introduced new bonuses and flaws for the elves Updated everything to 1.09p standard From 4.03 of ExpandedFactions:

457 Replies 637,846 Views

To be honest the report system is way too forgiving. I'm still here! ZING!

34 Replies 70,441 Views

I too have this problem. Although I've had a lot of monsters group up and such, I never really get any tougher monster opponents.

11 Replies 8,317 Views

Just finished a very long game. It's amazing how much the game has improved compared to 1.09e. It's so much more fun to play. Today, for the first time in a very long while, I felt truly excited about the future of this game. That said, obviously, there are still a lot of things that need improving (crashing mainly, imho). Still, 1.1 will be the patch that takes this game from mediocre to lots of fun. Comments: -Sometimes you end up with no source of metal for a ve

19 Replies 13,398 Views

[quote who="Cruxador" reply="25" id="2835943"]This is pretty much the first mod that I've felt any inclination to use. The factions are interesting, while staying in line with the feel and fluff of Elemental. EDIT: Unfortunately, it turns out I have no idea how to install this. The instructions provided seem to not work.[/quote] Added that to the first post, and thanks for your kind words.

457 Replies 637,846 Views

Yeah, this is a big problem, in my opinion. Players abused diplomacy to spawn a lot of resources close to their starting point. There are obvious bonuses to having multiple resources connected to a single city (for example, you can get a ventri and a normal metal ore mine, or 3+ gold mines, or 12+base food every game). In essence, diplomacy aimed at finding new resources was a very good option when starting a game. Then in some patch they changed it so that the new resources w

1 Replies 3,093 Views

This is an updated version to 1.09p http://www.mediafire.com/?zoyzh4c1ree6pg2 Note that it may change when 1.1 is released. Again, let me stress that when including this library in a modded race faction, you should not include the "Examples" folder. Also, to prevent doubling errors, please do not move the files out of the folder (or rename any file). The destination for the user should be elemental\mods\LIBracemod

8 Replies 14,397 Views
Reply to 1.1 patch in WOM Ideas

I think you need to download the non-beta before you download the beta.

3 Replies 3,099 Views

Uploaded 4.03 Added backstory for Golem king and Living Stone (and their sovereigns) Removed reference to "Toll of Days" for golems - this was never active Removed Masters of Construction (free city walls) bonus for Living Stone Moved Heart of All things bonus from Golem King to Living Stone Added new bonus to Golems: Mechanical Precision - 100% more accuracy Added new bonus to Drota: Warrior Society - Trained units require NO specialists Changed Goblin "

457 Replies 637,846 Views

This is something I've noticed in a couple of games. The enemy sovereign appears to visit a goodiehut or possibly a quest hut, and then gains a permanent bonus to their strategic movement. On Ludicrous difficulty, this bonus comes in waves of +5 (maybe not). The issue seems to be more significant the larger the map (more goodie huts?). I've seen a goblin leader with 43 strategic movement. Here's an unmodded game with Procipinee having 7 strategic "base moves". <a href="http://

3 Replies 2,571 Views

[quote quoting="post"] Is there anyone exept fanboys on this forum? I cant explain the fact, that everyone here ignore the huge AI problem. AI is a critical fun factor here, and unfortunatly it cant be fixed fast. Come on Stardock, you know what you need to do. [/quote] This is a bullshit thread with you reading only what you want into the forums. You are literally becoming upset about your own delusion. There have been SO MANY threads talking about AI

24 Replies 20,756 Views

[quote who="pad152" reply="14" id="2835549"]Derek I was part of the beta process before Elemental was released and I'm seeing the same beta process of one broken buggy release after another and wonder will the 1.1 release will be any better, there never was a stable version before release! You can't comment or test features in a game until it's some what stable, so far all of the 1.1 beta's do little more than just crash. I'm suggesting that even a beta versio

44 Replies 166,128 Views

It is my opinion that right now, all patches will break all mods. Whether through re-balancing of items or spells, or actually making things that worked nonfunctional is another matter. This mod will work without updating it, but I will update it nonetheless to cost "used population" like other buildings (and reduce the gildar upkeep). However, that will be after 1.1 is released non-beta to avoid making changes for beta changes that might end up not being the same later on.

28 Replies 18,230 Views
Reply to X3, any good? in PC Gaming

I tried jumping right into X3, and I didn't understand anything going on and the tutorial was utterly worthless and very little made any sense. It was some of the worst 2 hours of gaming in my life. It improved slightly as I played more, but I never lost the feeling that they assume you played the previous games. Not only is there a steep learning curve, but there is also a steep "fun" curve.

60 Replies 179,625 Views

[quote who="Frogboy" reply="35" id="2834811"] The Sovereign already has his very own method ::AIManageSovereign() that's why I was baffled to see the sovereign do something so stupid because I've written a lot of code to explicitly prevent that kind of thing. I agree with regards to the multiple units. I'm working on getting the AI to value that more. It's not a matter of hard coding it, the AI has to determine that that is the right thing to do in a given situation.<br

64 Replies 213,991 Views

Re: the new world resource, I would recommend that you don't make it weak. As per this thread random placement for world resources makes the resource "compete" with each other; the more new world resources you add, the less you'll see of other types. If you add a weak sort, it only further makes world resources "pointless". Instead, I would recommend that you make it "strong" in balance terms, so it's still perceived as a bonus, like other

8 Replies 5,183 Views

Another request in 1.09e there's a spell called Grim Defiance that has this gamemodifier [quote] City TrainedUnitStat_Multiplier UnitStat_HitPoints &n

127 Replies 53,789 Views

Brad, since you can check the xml tags for sovereigns units, you can use the 1 tag to decide if the unit needs a "better" danger calculation (that includes escape paths) like you talk about in the AI test videos. You wouldn't have to run it for every single unit then. It might feel like overkill to write code for just sovereigns, but it's such a huge problem with enemy sovereigns acting dumb, I

64 Replies 213,991 Views